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proton_info [2010/12/15 06:23]
seth
proton_info [2010/12/28 14:16]
seth
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   * Created to be easy to compile on many systems, a single .mak should be all that is required, avoiding the automake/​configure tools   * Created to be easy to compile on many systems, a single .mak should be all that is required, avoiding the automake/​configure tools
   * Device specifics abstracted out, native UI usage avoided. ​ Games look and play the same on all devices, but you won't see the standard iOS buttons or dialog boxes in your game for example (with some exceptions, for instance, the native pop-up keyboard is invoked for text entry if needed)   * Device specifics abstracted out, native UI usage avoided. ​ Games look and play the same on all devices, but you won't see the standard iOS buttons or dialog boxes in your game for example (with some exceptions, for instance, the native pop-up keyboard is invoked for text entry if needed)
-  * Can write raw GL/GLES code and easily import ​existing C/C++ source you have+  * Can write raw GL/GLES code and use existing C/C++ source you have
   * An (optional) entity/​component system that is designed to combat "​entity bloat",​ subclass hell and complexity creep - an entity can be anything, an entire game, a widget, a non-rendering sound that plays every ten seconds or something that detects when the Escape key is hit   * An (optional) entity/​component system that is designed to combat "​entity bloat",​ subclass hell and complexity creep - an entity can be anything, an entire game, a widget, a non-rendering sound that plays every ten seconds or something that detects when the Escape key is hit
  
proton_info.txt ยท Last modified: 2011/04/26 22:34 by seth